clearstream
(He, Him)
So you do your world-building in one pass? I don't do that. The two main cases are that I'm building a new world or I'm modifying an existing world. In the former case, one world was inspired by the characters who live in it (they came first), another was inspired by a map, another was inspired by a mechanical concept for currency. However, it is always a back and forth process. A whole empire might emerge from a rough draft of an encounter table. A mountain might arise because I want an extra march between two cities. When I'm modifying a world - such as Faerun - some maps and encounter tables will already exist. When the boxed set came out I chose Damara to work on. That continued with the hardback book. Then there was the - for me unusable - disruption of the events spanning 4e. And finally the world represented in published adventures and the SCAG, where I've shifted my attention to the Underdark. Think for instance, what the encounter tables around Blingdenstone tell us about the travails of that city!I think what [MENTION=22779]Hussar[/MENTION] is asking is the order. Do you say hey I have a forest it's the Dark Forest of Wyrms... inside it are found Wyrm type X, type Y & type Z and then proceed to design the encounter table for that forest which will contain wyrm X, wyrm Y & wyrm Z? In this case the encounter table was impacted by worldbuilding.
Or do you say hey, I have a forest let me design an encounter table for it... I want some X's, some Y's and some Z's... (where X, Y, and Z they can be any monster). I'll call it the forest of X, Y and Z's... and the forest must have X, Y and Z in it since the encounter table says it does... In this instance the world was impacted by encounter design.
Personally I do my worldbuilding & encounter design like example 1. Which is why I maintain the encounters don't impact my world by my world impacts encounters... if you do it the second way I could see the argument that encounters impact worldbuilding... but then you should also be able to admit it doesn't have to be that way.
I honestly find this idea of a single pass, step-by-step and then set in stone, world build thoroughly unfamiliar. Why don't you retain some flexibility? Well, whatever the reason, yes - I have no reason to doubt you if you tell me you approach your world building differently and I don't see why you would doubt me, so we are both forced to admit the existence of methods different from our own. Don't you agree? Have you considered keeping your world malleable i.e. using a non-linear ongoing process?